| Package | Description |
|---|---|
| org.bytedeco.bullet.Bullet3Collision | |
| org.bytedeco.bullet.Bullet3Common | |
| org.bytedeco.bullet.Bullet3Dynamics | |
| org.bytedeco.bullet.Bullet3OpenCL | |
| org.bytedeco.bullet.global |
| Modifier and Type | Method and Description |
|---|---|
b3Vector3 |
b3DbvtAabbMm.Center() |
b3Vector3 |
b3DbvtAabbMm.Extents() |
b3Vector3 |
b3DbvtAabbMm.Lengths() |
b3Vector3 |
b3BroadphaseProxy.m_aabbMax() |
b3Vector3 |
b3BroadphaseProxy.m_aabbMin() |
b3Vector3 |
b3RigidBodyData.m_angVel() |
b3Vector3 |
b3GpuChildShape.m_childPosition() |
b3Vector3 |
b3ConvexPolyhedronData.m_extents() |
b3Vector3 |
b3ConvexUtility.m_extents() |
b3Vector3 |
b3RayInfo.m_from() |
b3Vector3 |
b3RayHit.m_hitNormal() |
b3Vector3 |
b3RayHit.m_hitPoint() |
b3Vector3 |
b3RigidBodyData.m_linVel() |
b3Vector3 |
b3ConvexPolyhedronData.m_localCenter() |
b3Vector3 |
b3ConvexUtility.m_localCenter() |
b3Vector3 |
b3Aabb.m_maxVec() |
b3Vector3 |
b3Aabb.m_minVec() |
b3Vector3 |
b3GpuFace.m_plane() |
b3Vector3 |
b3RigidBodyData.m_pos() |
b3Vector3 |
b3BroadphaseRayCallback.m_rayDirectionInverse()
added some cached data to accelerate ray-AABB tests
|
b3Vector3 |
b3RayInfo.m_to() |
b3Vector3 |
b3Contact4Data.m_worldNormalOnB() |
b3Vector3 |
b3Contact4Data.m_worldPosB() |
b3Vector3 |
b3Contact4Data.m_worldPosB(int i) |
b3Vector3 |
b3DbvtAabbMm.Maxs() |
b3Vector3 |
b3ConvexPolyhedronData.mC() |
b3Vector3 |
b3ConvexUtility.mC() |
b3Vector3 |
b3ConvexPolyhedronData.mE() |
b3Vector3 |
b3ConvexUtility.mE() |
b3Vector3 |
b3DbvtAabbMm.Mins() |
b3Vector3 |
b3DbvtAabbMm.tMaxs() |
b3Vector3 |
b3DbvtAabbMm.tMins() |
b3Vector3 |
b3MprSupport_t.v()
Support point in minkowski sum
|
b3Vector3 |
b3MprSupport_t.v1()
Support point in obj1
|
b3Vector3 |
b3MprSupport_t.v2()
Support point in obj2
|
| Modifier and Type | Method and Description |
|---|---|
void |
b3DynamicBvhBroadphase.aabbTest(b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3BroadphaseAabbCallback callback) |
int |
b3DbvtAabbMm.Classify(b3Vector3 n,
float o,
int s) |
static void |
b3DynamicBvh.collideKDOP(b3DbvtNode root,
b3Vector3 normals,
float[] offsets,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideKDOP(b3DbvtNode root,
b3Vector3 normals,
FloatBuffer offsets,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideKDOP(b3DbvtNode root,
b3Vector3 normals,
FloatPointer offsets,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
float[] offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
float[] offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy,
boolean fullsort) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatBuffer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatBuffer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy,
boolean fullsort) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatPointer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy) |
static void |
b3DynamicBvh.collideOCL(b3DbvtNode root,
b3Vector3 normals,
FloatPointer offsets,
b3Vector3 sortaxis,
int count,
b3DynamicBvh.ICollide policy,
boolean fullsort) |
b3BroadphaseProxy |
b3DynamicBvhBroadphase.createProxy(b3Vector3 aabbMin,
b3Vector3 aabbMax,
int objectIndex,
Pointer userPtr,
int collisionFilterGroup,
int collisionFilterMask) |
void |
b3DbvtAabbMm.Expand(b3Vector3 e) |
static b3DbvtAabbMm |
b3DbvtAabbMm.FromCE(b3Vector3 c,
b3Vector3 e) |
static b3DbvtAabbMm |
b3DbvtAabbMm.FromCR(b3Vector3 c,
float r) |
static b3DbvtAabbMm |
b3DbvtAabbMm.FromMM(b3Vector3 mi,
b3Vector3 mx) |
static b3DbvtAabbMm |
b3DbvtAabbMm.FromPoints(b3Vector3 pts,
int n) |
void |
b3DynamicBvhBroadphase.getAabb(int objectId,
b3Vector3 aabbMin,
b3Vector3 aabbMax) |
void |
b3DynamicBvhBroadphase.getBroadphaseAabb(b3Vector3 aabbMin,
b3Vector3 aabbMax) |
boolean |
b3ConvexUtility.initializePolyhedralFeatures(b3Vector3 orgVertices,
int numVertices) |
boolean |
b3ConvexUtility.initializePolyhedralFeatures(b3Vector3 orgVertices,
int numVertices,
boolean mergeCoplanarTriangles) |
b3BroadphaseProxy |
b3BroadphaseProxy.m_aabbMax(b3Vector3 setter) |
b3BroadphaseProxy |
b3BroadphaseProxy.m_aabbMin(b3Vector3 setter) |
b3RigidBodyData |
b3RigidBodyData.m_angVel(b3Vector3 setter) |
b3GpuChildShape |
b3GpuChildShape.m_childPosition(b3Vector3 setter) |
b3ConvexPolyhedronData |
b3ConvexPolyhedronData.m_extents(b3Vector3 setter) |
b3ConvexUtility |
b3ConvexUtility.m_extents(b3Vector3 setter) |
b3RayInfo |
b3RayInfo.m_from(b3Vector3 setter) |
b3RayHit |
b3RayHit.m_hitNormal(b3Vector3 setter) |
b3RayHit |
b3RayHit.m_hitPoint(b3Vector3 setter) |
b3RigidBodyData |
b3RigidBodyData.m_linVel(b3Vector3 setter) |
b3ConvexPolyhedronData |
b3ConvexPolyhedronData.m_localCenter(b3Vector3 setter) |
b3ConvexUtility |
b3ConvexUtility.m_localCenter(b3Vector3 setter) |
b3Aabb |
b3Aabb.m_maxVec(b3Vector3 setter) |
b3Aabb |
b3Aabb.m_minVec(b3Vector3 setter) |
b3GpuFace |
b3GpuFace.m_plane(b3Vector3 setter) |
b3RigidBodyData |
b3RigidBodyData.m_pos(b3Vector3 setter) |
b3BroadphaseRayCallback |
b3BroadphaseRayCallback.m_rayDirectionInverse(b3Vector3 setter) |
b3RayInfo |
b3RayInfo.m_to(b3Vector3 setter) |
b3Contact4Data |
b3Contact4Data.m_worldNormalOnB(b3Vector3 setter) |
b3Contact4Data |
b3Contact4Data.m_worldPosB(int i,
b3Vector3 setter) |
b3ConvexPolyhedronData |
b3ConvexPolyhedronData.mC(b3Vector3 setter) |
b3ConvexUtility |
b3ConvexUtility.mC(b3Vector3 setter) |
b3ConvexPolyhedronData |
b3ConvexPolyhedronData.mE(b3Vector3 setter) |
b3ConvexUtility |
b3ConvexUtility.mE(b3Vector3 setter) |
float |
b3DbvtAabbMm.ProjectMinimum(b3Vector3 v,
int signs) |
static void |
b3DynamicBvh.rayTest(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3DynamicBvh.ICollide policy)
rayTest is a re-entrant ray test, and can be called in parallel as long as the b3AlignedAlloc is thread-safe (uses locking etc)
rayTest is slower than rayTestInternal, because it builds a local stack, using memory allocations, and it recomputes signs/rayDirectionInverses each time
|
void |
b3DynamicBvhBroadphase.rayTest(b3Vector3 rayFrom,
b3Vector3 rayTo,
b3BroadphaseRayCallback rayCallback) |
void |
b3DynamicBvhBroadphase.rayTest(b3Vector3 rayFrom,
b3Vector3 rayTo,
b3BroadphaseRayCallback rayCallback,
b3Vector3 aabbMin,
b3Vector3 aabbMax) |
void |
b3DynamicBvh.rayTestInternal(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3Vector3 rayDirectionInverse,
int[] signs,
float lambda_max,
b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3DynamicBvh.ICollide policy) |
void |
b3DynamicBvh.rayTestInternal(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3Vector3 rayDirectionInverse,
IntBuffer signs,
float lambda_max,
b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3DynamicBvh.ICollide policy) |
void |
b3DynamicBvh.rayTestInternal(b3DbvtNode root,
b3Vector3 rayFrom,
b3Vector3 rayTo,
b3Vector3 rayDirectionInverse,
IntPointer signs,
float lambda_max,
b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3DynamicBvh.ICollide policy)
rayTestInternal is faster than rayTest, because it uses a persistent stack (to reduce dynamic memory allocations to a minimum) and it uses precomputed signs/rayInverseDirections
rayTestInternal is used by b3DynamicBvhBroadphase to accelerate world ray casts
|
void |
b3DynamicBvhBroadphase.setAabb(int objectId,
b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3Dispatcher dispatcher) |
void |
b3DynamicBvhBroadphase.setAabbForceUpdate(b3BroadphaseProxy absproxy,
b3Vector3 aabbMin,
b3Vector3 aabbMax,
b3Dispatcher arg3)
this setAabbForceUpdate is similar to setAabb but always forces the aabb update.
|
void |
b3DbvtAabbMm.SignedExpand(b3Vector3 e) |
boolean |
b3DynamicBvh.update(b3DbvtNode leaf,
b3DbvtAabbMm volume,
b3Vector3 velocity) |
boolean |
b3DynamicBvh.update(b3DbvtNode leaf,
b3DbvtAabbMm volume,
b3Vector3 velocity,
float margin) |
b3MprSupport_t |
b3MprSupport_t.v(b3Vector3 setter) |
b3MprSupport_t |
b3MprSupport_t.v1(b3Vector3 setter) |
b3MprSupport_t |
b3MprSupport_t.v2(b3Vector3 setter) |
| Constructor and Description |
|---|
b3BroadphaseProxy(b3Vector3 aabbMin,
b3Vector3 aabbMax,
Pointer userPtr,
int collisionFilterGroup,
int collisionFilterMask) |
b3DbvtProxy(b3Vector3 aabbMin,
b3Vector3 aabbMax,
Pointer userPtr,
int collisionFilterGroup,
int collisionFilterMask) |
| Modifier and Type | Class and Description |
|---|---|
class |
b3Vector4 |
| Modifier and Type | Method and Description |
|---|---|
b3Vector3 |
b3Vector3.absolute()
\brief Return a vector will the absolute values of each element
|
b3Vector3 |
b3Vector3.addPut(b3Vector3 v)
\brief Add a vector to this one
|
b3Vector3 |
b3Transform.apply(b3Vector3 x)
\brief Return the transform of the vector
|
b3Vector3 |
b3Vector3Array.at(int n) |
b3Vector3 |
b3Vector3.cross(b3Vector3 v)
\brief Return the cross product between this and another vector
|
b3Vector3 |
b3Vector3.dividePut(float s)
\brief Inversely scale the vector
|
b3Vector3 |
b3Vector3.dot3(b3Vector3 v0,
b3Vector3 v1,
b3Vector3 v2) |
b3Vector3 |
b3Vector3Array.expand() |
b3Vector3 |
b3Vector3Array.expand(b3Vector3 fillValue) |
b3Vector3 |
b3Vector3Array.expandNonInitializing() |
b3Vector3 |
b3Matrix3x3.get(int i)
\brief Get a mutable reference to a row of the matrix as a vector
|
b3Vector3 |
b3Vector3Array.get(int n) |
b3Vector3 |
b3Quaternion.getAxis()
\brief Return the axis of the rotation represented by this quaternion
|
b3Vector3 |
b3Matrix3x3.getColumn(int i)
\brief Get a column of the matrix as a vector
|
b3Vector3 |
b3Transform.getOrigin()
\brief Return the origin vector translation
|
b3Vector3 |
b3Vector3.getPointer(long i) |
b3Vector3 |
b3Matrix3x3.getRow(int i)
\brief Get a row of the matrix as a vector
|
b3Vector3 |
b3Transform.invXform(b3Vector3 inVec) |
b3Vector3 |
b3Vector3.lerp(b3Vector3 v,
float t)
\brief Return the linear interpolation between this and another vector
|
b3Vector3 |
b3Vector3.m_floats(int i,
float setter) |
b3Vector3 |
b3Transform.multiply(b3Vector3 x)
\brief Return the transform of the vector
|
b3Vector3 |
b3Vector3.multiplyPut(b3Vector3 v)
\brief Elementwise multiply this vector by the other
|
b3Vector3 |
b3Vector3.multiplyPut(float s)
\brief Scale the vector
|
b3Vector3 |
b3Vector3.normalize()
\brief Normalize this vector
x^2 + y^2 + z^2 = 1
|
b3Vector3 |
b3Vector3.normalized()
\brief Return a normalized version of this vector
|
b3Vector3 |
b3Vector3.position(long position) |
b3Vector3 |
b3Vector3.rotate(b3Vector3 wAxis,
float angle)
\brief Return a rotated version of this vector
|
b3Vector3 |
b3Vector3.safeNormalize() |
b3Vector3 |
b3Vector3.subtractPut(b3Vector3 v)
\brief Subtract a vector from this one
|
b3Vector3 |
b3Vector3.w(float setter) |
b3Vector3 |
b3Vector3.x(float setter) |
b3Vector3 |
b3Vector3.y(float setter) |
b3Vector3 |
b3Vector3.z(float setter) |
| Modifier and Type | Method and Description |
|---|---|
b3Vector3 |
b3Vector3.addPut(b3Vector3 v)
\brief Add a vector to this one
|
float |
b3Vector3.angle(b3Vector3 v)
\brief Return the angle between this and another vector
|
b3Vector3 |
b3Transform.apply(b3Vector3 x)
\brief Return the transform of the vector
|
static void |
b3TransformUtil.calculateDiffAxisAngle(b3Transform transform0,
b3Transform transform1,
b3Vector3 axis,
float[] angle) |
static void |
b3TransformUtil.calculateDiffAxisAngle(b3Transform transform0,
b3Transform transform1,
b3Vector3 axis,
FloatBuffer angle) |
static void |
b3TransformUtil.calculateDiffAxisAngle(b3Transform transform0,
b3Transform transform1,
b3Vector3 axis,
FloatPointer angle) |
static void |
b3TransformUtil.calculateDiffAxisAngleQuaternion(b3Quaternion orn0,
b3Quaternion orn1a,
b3Vector3 axis,
float[] angle) |
static void |
b3TransformUtil.calculateDiffAxisAngleQuaternion(b3Quaternion orn0,
b3Quaternion orn1a,
b3Vector3 axis,
FloatBuffer angle) |
static void |
b3TransformUtil.calculateDiffAxisAngleQuaternion(b3Quaternion orn0,
b3Quaternion orn1a,
b3Vector3 axis,
FloatPointer angle) |
static void |
b3TransformUtil.calculateVelocity(b3Transform transform0,
b3Transform transform1,
float timeStep,
b3Vector3 linVel,
b3Vector3 angVel) |
static void |
b3TransformUtil.calculateVelocityQuaternion(b3Vector3 pos0,
b3Vector3 pos1,
b3Quaternion orn0,
b3Quaternion orn1,
float timeStep,
b3Vector3 linVel,
b3Vector3 angVel) |
b3Vector3 |
b3Vector3.cross(b3Vector3 v)
\brief Return the cross product between this and another vector
|
float |
b3Vector3.distance(b3Vector3 v)
\brief Return the distance between the ends of this and another vector
This is symantically treating the vector like a point
|
float |
b3Vector3.distance2(b3Vector3 v)
\brief Return the distance squared between the ends of this and another vector
This is symantically treating the vector like a point
|
float |
b3Vector3.dot(b3Vector3 v)
\brief Return the dot product
|
b3Vector3 |
b3Vector3.dot3(b3Vector3 v0,
b3Vector3 v1,
b3Vector3 v2) |
boolean |
b3Vector3.equals(b3Vector3 other) |
b3Vector3 |
b3Vector3Array.expand(b3Vector3 fillValue) |
int |
b3Vector3Array.findBinarySearch(b3Vector3 key)
non-recursive binary search, assumes sorted array
|
int |
b3Vector3Array.findLinearSearch(b3Vector3 key) |
int |
b3Vector3Array.findLinearSearch2(b3Vector3 key) |
void |
b3Vector3.getSkewSymmetricMatrix(b3Vector3 v0,
b3Vector3 v1,
b3Vector3 v2) |
void |
b3ConvexSeparatingDistanceUtil.initSeparatingDistance(b3Vector3 separatingVector,
float separatingDistance,
b3Transform transA,
b3Transform transB) |
static void |
b3TransformUtil.integrateTransform(b3Transform curTrans,
b3Vector3 linvel,
b3Vector3 angvel,
float timeStep,
b3Transform predictedTransform) |
b3Vector3 |
b3Transform.invXform(b3Vector3 inVec) |
b3Vector3 |
b3Vector3.lerp(b3Vector3 v,
float t)
\brief Return the linear interpolation between this and another vector
|
long |
b3Vector3.maxDot(b3Vector3 array,
long array_count,
float[] dotOut) |
long |
b3Vector3.maxDot(b3Vector3 array,
long array_count,
FloatBuffer dotOut) |
long |
b3Vector3.maxDot(b3Vector3 array,
long array_count,
FloatPointer dotOut)
\brief returns index of maximum dot product between this and vectors in array[]
|
long |
b3Vector3.minDot(b3Vector3 array,
long array_count,
float[] dotOut) |
long |
b3Vector3.minDot(b3Vector3 array,
long array_count,
FloatBuffer dotOut) |
long |
b3Vector3.minDot(b3Vector3 array,
long array_count,
FloatPointer dotOut)
\brief returns index of minimum dot product between this and vectors in array[]
|
b3Vector3 |
b3Transform.multiply(b3Vector3 x)
\brief Return the transform of the vector
|
b3Vector3 |
b3Vector3.multiplyPut(b3Vector3 v)
\brief Elementwise multiply this vector by the other
|
boolean |
b3Vector3.notEquals(b3Vector3 other) |
void |
b3Vector3Array.push_back(b3Vector3 _Val) |
void |
b3Vector3Array.remove(b3Vector3 key) |
void |
b3Vector3Array.resize(int newsize,
b3Vector3 fillData) |
b3Vector3 |
b3Vector3.rotate(b3Vector3 wAxis,
float angle)
\brief Return a rotated version of this vector
|
b3Matrix3x3 |
b3Matrix3x3.scaled(b3Vector3 s)
\brief Create a scaled copy of the matrix
|
void |
b3Vector3.setInterpolate3(b3Vector3 v0,
b3Vector3 v1,
float rt) |
void |
b3Vector3.setMax(b3Vector3 other)
\brief Set each element to the max of the current values and the values of another b3Vector3
|
void |
b3Vector3.setMin(b3Vector3 other)
\brief Set each element to the min of the current values and the values of another b3Vector3
|
void |
b3Transform.setOrigin(b3Vector3 origin)
\brief Set the translational element
|
void |
b3Quaternion.setRotation(b3Vector3 axis1,
float _angle)
\brief Set the rotation using axis angle notation
|
b3Vector3 |
b3Vector3.subtractPut(b3Vector3 v)
\brief Subtract a vector from this one
|
float |
b3Matrix3x3.tdotx(b3Vector3 v) |
float |
b3Matrix3x3.tdoty(b3Vector3 v) |
float |
b3Matrix3x3.tdotz(b3Vector3 v) |
float |
b3Vector3.triple(b3Vector3 v1,
b3Vector3 v2) |
| Constructor and Description |
|---|
b3Quaternion(b3Vector3 _axis,
float _angle)
\brief Axis angle Constructor
|
b3Transform(b3Matrix3x3 b,
b3Vector3 c)
\brief Constructor from b3Matrix3x3 (optional b3Vector3)
|
b3Transform(b3Quaternion q,
b3Vector3 c)
\brief Constructor from b3Quaternion (optional b3Vector3 )
|
| Modifier and Type | Method and Description |
|---|---|
b3Vector3 |
b3Generic6DofConstraint.getAxis(int axis_index)
Get the rotation axis in global coordinates
|
b3Vector3 |
b3SolverBody.getDeltaAngularVelocity() |
b3Vector3 |
b3SolverBody.getDeltaLinearVelocity() |
b3Vector3 |
b3Point2PointConstraint.getPivotInA() |
b3Vector3 |
b3Point2PointConstraint.getPivotInB() |
b3Vector3 |
b3SolverBody.getPushVelocity() |
b3Vector3 |
b3SolverBody.getTurnVelocity() |
b3Vector3 |
b3SolverBody.internalGetAngularFactor() |
b3Vector3 |
b3SolverBody.internalGetDeltaAngularVelocity() |
b3Vector3 |
b3SolverBody.internalGetDeltaLinearVelocity()
some internal methods, don't use them
|
b3Vector3 |
b3SolverBody.internalGetInvMass() |
b3Vector3 |
b3SolverBody.internalGetPushVelocity() |
b3Vector3 |
b3SolverBody.internalGetTurnVelocity() |
b3Vector3 |
b3JacobianEntry.m_0MinvJt() |
b3Vector3 |
b3JacobianEntry.m_1MinvJt() |
b3Vector3 |
b3TranslationalLimitMotor.m_accumulatedImpulse() |
b3Vector3 |
b3JacobianEntry.m_aJ() |
b3Vector3 |
b3SolverConstraint.m_angularComponentA() |
b3Vector3 |
b3SolverConstraint.m_angularComponentB() |
b3Vector3 |
b3SolverBody.m_angularFactor() |
b3Vector3 |
b3SolverBody.m_angularVelocity() |
b3Vector3 |
b3JointFeedback.m_appliedForceBodyA() |
b3Vector3 |
b3JointFeedback.m_appliedForceBodyB() |
b3Vector3 |
b3JointFeedback.m_appliedTorqueBodyA() |
b3Vector3 |
b3JointFeedback.m_appliedTorqueBodyB() |
b3Vector3 |
b3JacobianEntry.m_bJ() |
b3Vector3 |
b3ContactConstraint4.m_center() |
b3Vector3 |
b3SolverConstraint.m_contactNormal() |
b3Vector3 |
b3TranslationalLimitMotor.m_currentLimitError() |
b3Vector3 |
b3TranslationalLimitMotor.m_currentLinearDiff()
How much is violated this limit
|
b3Vector3 |
b3SolverBody.m_deltaAngularVelocity() |
b3Vector3 |
b3SolverBody.m_deltaLinearVelocity() |
b3Vector3 |
b3SolverBody.m_invMass() |
b3Vector3 |
b3ContactConstraint4.m_linear() |
b3Vector3 |
b3SolverBody.m_linearFactor() |
b3Vector3 |
b3JacobianEntry.m_linearJointAxis() |
b3Vector3 |
b3SolverBody.m_linearVelocity() |
b3Vector3 |
b3TranslationalLimitMotor.m_lowerLimit()
the constraint lower limits
|
b3Vector3 |
b3TranslationalLimitMotor.m_maxMotorForce()
max force on motor
|
b3Vector3 |
b3TranslationalLimitMotor.m_normalCFM()
Constraint force mixing factor
|
b3Vector3 |
b3SolverBody.m_pushVelocity() |
b3Vector3 |
b3SolverConstraint.m_relpos1CrossNormal() |
b3Vector3 |
b3SolverConstraint.m_relpos2CrossNormal() |
b3Vector3 |
b3TranslationalLimitMotor.m_stopCFM()
Constraint force mixing factor when joint is at limit
|
b3Vector3 |
b3TranslationalLimitMotor.m_stopERP()
Error tolerance factor when joint is at limit
|
b3Vector3 |
b3TranslationalLimitMotor.m_targetVelocity()
target motor velocity
|
b3Vector3 |
b3SolverBody.m_turnVelocity() |
b3Vector3 |
b3TranslationalLimitMotor.m_upperLimit()
the constraint upper limits
|
b3Vector3 |
b3ContactConstraint4.m_worldPos() |
b3Vector3 |
b3ContactConstraint4.m_worldPos(int i) |
| Constructor and Description |
|---|
b3JacobianEntry(b3Matrix3x3 world2A,
b3Matrix3x3 world2B,
b3Vector3 rel_pos1,
b3Vector3 rel_pos2,
b3Vector3 jointAxis,
b3Vector3 inertiaInvA,
float massInvA,
b3Vector3 inertiaInvB,
float massInvB) |
b3JacobianEntry(b3Matrix3x3 world2A,
b3Vector3 rel_pos1,
b3Vector3 rel_pos2,
b3Vector3 jointAxis,
b3Vector3 inertiaInvA,
float massInvA) |
b3JacobianEntry(b3Vector3 jointAxis,
b3Matrix3x3 world2A,
b3Matrix3x3 world2B,
b3Vector3 inertiaInvA,
b3Vector3 inertiaInvB) |
b3JacobianEntry(b3Vector3 axisInA,
b3Vector3 axisInB,
b3Vector3 inertiaInvA,
b3Vector3 inertiaInvB) |
b3Point2PointConstraint(int rbA,
int rbB,
b3Vector3 pivotInA,
b3Vector3 pivotInB) |
| Modifier and Type | Method and Description |
|---|---|
b3Vector3 |
b3Vector3OCLArray.at(long n) |
b3Vector3 |
b3Vector3OCLArray.forcedAt(long n) |
b3Vector3 |
b3GpuSolverBody.getDeltaAngularVelocity() |
b3Vector3 |
b3GpuSolverBody.getDeltaLinearVelocity() |
b3Vector3 |
b3GpuGenericConstraint.getPivotInA() |
b3Vector3 |
b3GpuGenericConstraint.getPivotInB() |
b3Vector3 |
b3GpuSolverBody.getPushVelocity() |
b3Vector3 |
b3StridingMeshInterface.getScaling() |
b3Vector3 |
b3GpuSolverBody.getTurnVelocity() |
b3Vector3 |
b3GpuSolverBody.internalGetAngularFactor() |
b3Vector3 |
b3GpuSolverBody.internalGetDeltaAngularVelocity() |
b3Vector3 |
b3GpuSolverBody.internalGetDeltaLinearVelocity()
some internal methods, don't use them
|
b3Vector3 |
b3GpuSolverBody.internalGetInvMass() |
b3Vector3 |
b3GpuSolverBody.internalGetPushVelocity() |
b3Vector3 |
b3GpuSolverBody.internalGetTurnVelocity() |
b3Vector3 |
b3BvhInfo.m_aabbMax() |
b3Vector3 |
b3OptimizedBvhNode.m_aabbMaxOrg() |
b3Vector3 |
b3BvhInfo.m_aabbMin() |
b3Vector3 |
b3OptimizedBvhNode.m_aabbMinOrg() |
b3Vector3 |
b3GpuSolverConstraint.m_angularComponentA() |
b3Vector3 |
b3GpuSolverConstraint.m_angularComponentB() |
b3Vector3 |
b3GpuSolverBody.m_angularFactor() |
b3Vector3 |
b3GpuSolverBody.m_angularVelocity() |
b3Vector3 |
b3QuantizedBvh.m_bvhAabbMax() |
b3Vector3 |
b3QuantizedBvh.m_bvhAabbMin() |
b3Vector3 |
b3QuantizedBvh.m_bvhQuantization() |
b3Vector3 |
b3VoronoiSimplexSolver.m_cachedP1() |
b3Vector3 |
b3VoronoiSimplexSolver.m_cachedP2() |
b3Vector3 |
b3VoronoiSimplexSolver.m_cachedV() |
b3Vector3 |
b3SubSimplexClosestResult.m_closestPointOnSimplex() |
b3Vector3 |
b3GpuSolverConstraint.m_contactNormal() |
b3Vector3 |
b3GpuSolverBody.m_deltaAngularVelocity() |
b3Vector3 |
b3GpuSolverBody.m_deltaLinearVelocity() |
b3Vector3 |
b3GpuRigidBodyPipelineInternalData.m_gravity() |
b3Vector3 |
b3GpuSolverBody.m_invMass() |
b3Vector3 |
b3VoronoiSimplexSolver.m_lastW() |
b3Vector3 |
b3GpuSolverBody.m_linearFactor() |
b3Vector3 |
b3GpuSolverBody.m_linearVelocity() |
b3Vector3 |
b3GpuGenericConstraint.m_pivotInA() |
b3Vector3 |
b3GpuGenericConstraint.m_pivotInB() |
b3Vector3 |
b3GpuSolverBody.m_pushVelocity() |
b3Vector3 |
b3BvhInfo.m_quantization() |
b3Vector3 |
b3GpuSolverConstraint.m_relpos1CrossNormal() |
b3Vector3 |
b3GpuSolverConstraint.m_relpos2CrossNormal() |
b3Vector3 |
b3VoronoiSimplexSolver.m_simplexPointsP() |
b3Vector3 |
b3VoronoiSimplexSolver.m_simplexPointsP(int i) |
b3Vector3 |
b3VoronoiSimplexSolver.m_simplexPointsQ() |
b3Vector3 |
b3VoronoiSimplexSolver.m_simplexPointsQ(int i) |
b3Vector3 |
b3VoronoiSimplexSolver.m_simplexVectorW() |
b3Vector3 |
b3VoronoiSimplexSolver.m_simplexVectorW(int i) |
b3Vector3 |
b3GpuSolverBody.m_turnVelocity() |
b3Vector3 |
b3GjkEpaSolver2.sResults.normal() |
b3Vector3 |
b3QuantizedBvh.unQuantize(short[] vecIn) |
b3Vector3 |
b3QuantizedBvh.unQuantize(ShortBuffer vecIn) |
b3Vector3 |
b3QuantizedBvh.unQuantize(ShortPointer vecIn) |
b3Vector3 |
b3GjkEpaSolver2.sResults.witnesses() |
b3Vector3 |
b3GjkEpaSolver2.sResults.witnesses(int i) |
| Modifier and Type | Method and Description |
|---|---|
void |
b3VoronoiSimplexSolver.addVertex(b3Vector3 w,
b3Vector3 p,
b3Vector3 q) |
void |
b3GpuSolverBody.applyImpulse(b3Vector3 linearComponent,
b3Vector3 angularComponent,
float impulseMagnitude) |
void |
b3VoronoiSimplexSolver.backup_closest(b3Vector3 v) |
void |
b3OptimizedBvh.build(b3StridingMeshInterface triangles,
boolean useQuantizedAabbCompression,
b3Vector3 bvhAabbMin,
b3Vector3 bvhAabbMax) |
void |
b3StridingMeshInterface.calculateAabbBruteForce(b3Vector3 aabbMin,
b3Vector3 aabbMax)
brute force method to calculate aabb
|
boolean |
b3VoronoiSimplexSolver.closest(b3Vector3 v) |
boolean |
b3VoronoiSimplexSolver.closestPtPointTetrahedron(b3Vector3 p,
b3Vector3 a,
b3Vector3 b,
b3Vector3 c,
b3Vector3 d,
b3SubSimplexClosestResult finalResult) |
boolean |
b3VoronoiSimplexSolver.closestPtPointTriangle(b3Vector3 p,
b3Vector3 a,
b3Vector3 b,
b3Vector3 c,
b3SubSimplexClosestResult result) |
void |
b3VoronoiSimplexSolver.compute_points(b3Vector3 p1,
b3Vector3 p2) |
void |
b3Vector3OCLArray.copyFromHostPointer(b3Vector3 src,
long numElems) |
void |
b3Vector3OCLArray.copyFromHostPointer(b3Vector3 src,
long numElems,
long destFirstElem,
boolean waitForCompletion) |
void |
b3Vector3OCLArray.copyToHostPointer(b3Vector3 destPtr,
long numElem) |
void |
b3Vector3OCLArray.copyToHostPointer(b3Vector3 destPtr,
long numElem,
long srcFirstElem,
boolean waitForCompletion) |
void |
b3GpuSapBroadphase.createLargeProxy(b3Vector3 aabbMin,
b3Vector3 aabbMax,
int userPtr,
int collisionFilterGroup,
int collisionFilterMask) |
void |
b3GpuBroadphaseInterface.createLargeProxy(b3Vector3 aabbMin,
b3Vector3 aabbMax,
int userPtr,
int collisionFilterGroup,
int collisionFilterMask) |
void |
b3GpuGridBroadphase.createLargeProxy(b3Vector3 aabbMin,
b3Vector3 aabbMax,
int userPtr,
int collisionFilterGroup,
int collisionFilterMask) |
void |
b3GpuParallelLinearBvhBroadphase.createLargeProxy(b3Vector3 aabbMin,
b3Vector3 aabbMax,
int userPtr,
int collisionFilterGroup,
int collisionFilterMask) |
void |
b3GpuSapBroadphase.createProxy(b3Vector3 aabbMin,
b3Vector3 aabbMax,
int userPtr,
int collisionFilterGroup,
int collisionFilterMask) |
void |
b3GpuBroadphaseInterface.createProxy(b3Vector3 aabbMin,
b3Vector3 aabbMax,
int userPtr,
int collisionFilterGroup,
int collisionFilterMask) |
void |
b3GpuGridBroadphase.createProxy(b3Vector3 aabbMin,
b3Vector3 aabbMax,
int userPtr,
int collisionFilterGroup,
int collisionFilterMask) |
void |
b3GpuParallelLinearBvhBroadphase.createProxy(b3Vector3 aabbMin,
b3Vector3 aabbMax,
int userPtr,
int collisionFilterGroup,
int collisionFilterMask) |
static boolean |
b3GjkEpaSolver2.Distance(b3Transform transA,
b3Transform transB,
b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3Array verticesA,
b3Vector3Array verticesB,
b3Vector3 guess,
b3GjkEpaSolver2.sResults results) |
void |
b3PrefixScanFloat4CL.execute(b3Vector3OCLArray src,
b3Vector3OCLArray dst,
int n,
b3Vector3 sum) |
void |
b3PrefixScanFloat4CL.executeHost(b3Vector3Array src,
b3Vector3Array dst,
int n,
b3Vector3 sum) |
void |
b3GpuSolverBody.getAngularVelocity(b3Vector3 angVel) |
void |
b3StridingMeshInterface.getPremadeAabb(b3Vector3 aabbMin,
b3Vector3 aabbMax) |
void |
b3TriangleIndexVertexArray.getPremadeAabb(b3Vector3 aabbMin,
b3Vector3 aabbMax) |
int |
b3VoronoiSimplexSolver.getSimplex(b3Vector3 pBuf,
b3Vector3 qBuf,
b3Vector3 yBuf) |
void |
b3GpuSolverBody.getVelocityInLocalPointObsolete(b3Vector3 rel_pos,
b3Vector3 velocity) |
boolean |
b3VoronoiSimplexSolver.inSimplex(b3Vector3 w) |
void |
b3GpuSolverBody.internalApplyImpulse(b3Vector3 linearComponent,
b3Vector3 angularComponent,
float impulseMagnitude) |
void |
b3GpuSolverBody.internalApplyPushImpulse(b3Vector3 linearComponent,
b3Vector3 angularComponent,
float impulseMagnitude) |
void |
b3GpuSolverBody.internalGetAngularVelocity(b3Vector3 angVel) |
void |
b3GpuSolverBody.internalGetVelocityInLocalPointObsolete(b3Vector3 rel_pos,
b3Vector3 velocity) |
void |
b3StridingMeshInterface.InternalProcessAllTriangles(b3InternalTriangleIndexCallback callback,
b3Vector3 aabbMin,
b3Vector3 aabbMax) |
void |
b3InternalTriangleIndexCallback.internalProcessTriangleIndex(b3Vector3 triangle,
int partId,
int triangleIndex) |
void |
b3GpuSolverBody.internalSetInvMass(b3Vector3 invMass) |
b3BvhInfo |
b3BvhInfo.m_aabbMax(b3Vector3 setter) |
b3OptimizedBvhNode |
b3OptimizedBvhNode.m_aabbMaxOrg(b3Vector3 setter) |
b3BvhInfo |
b3BvhInfo.m_aabbMin(b3Vector3 setter) |
b3OptimizedBvhNode |
b3OptimizedBvhNode.m_aabbMinOrg(b3Vector3 setter) |
b3GpuSolverConstraint |
b3GpuSolverConstraint.m_angularComponentA(b3Vector3 setter) |
b3GpuSolverConstraint |
b3GpuSolverConstraint.m_angularComponentB(b3Vector3 setter) |
b3GpuSolverBody |
b3GpuSolverBody.m_angularFactor(b3Vector3 setter) |
b3GpuSolverBody |
b3GpuSolverBody.m_angularVelocity(b3Vector3 setter) |
b3QuantizedBvh |
b3QuantizedBvh.m_bvhAabbMax(b3Vector3 setter) |
b3QuantizedBvh |
b3QuantizedBvh.m_bvhAabbMin(b3Vector3 setter) |
b3QuantizedBvh |
b3QuantizedBvh.m_bvhQuantization(b3Vector3 setter) |
b3VoronoiSimplexSolver |
b3VoronoiSimplexSolver.m_cachedP1(b3Vector3 setter) |
b3VoronoiSimplexSolver |
b3VoronoiSimplexSolver.m_cachedP2(b3Vector3 setter) |
b3VoronoiSimplexSolver |
b3VoronoiSimplexSolver.m_cachedV(b3Vector3 setter) |
b3SubSimplexClosestResult |
b3SubSimplexClosestResult.m_closestPointOnSimplex(b3Vector3 setter) |
b3GpuSolverConstraint |
b3GpuSolverConstraint.m_contactNormal(b3Vector3 setter) |
b3GpuSolverBody |
b3GpuSolverBody.m_deltaAngularVelocity(b3Vector3 setter) |
b3GpuSolverBody |
b3GpuSolverBody.m_deltaLinearVelocity(b3Vector3 setter) |
b3GpuRigidBodyPipelineInternalData |
b3GpuRigidBodyPipelineInternalData.m_gravity(b3Vector3 setter) |
b3GpuSolverBody |
b3GpuSolverBody.m_invMass(b3Vector3 setter) |
b3VoronoiSimplexSolver |
b3VoronoiSimplexSolver.m_lastW(b3Vector3 setter) |
b3GpuSolverBody |
b3GpuSolverBody.m_linearFactor(b3Vector3 setter) |
b3GpuSolverBody |
b3GpuSolverBody.m_linearVelocity(b3Vector3 setter) |
b3GpuGenericConstraint |
b3GpuGenericConstraint.m_pivotInA(b3Vector3 setter) |
b3GpuGenericConstraint |
b3GpuGenericConstraint.m_pivotInB(b3Vector3 setter) |
b3GpuSolverBody |
b3GpuSolverBody.m_pushVelocity(b3Vector3 setter) |
b3BvhInfo |
b3BvhInfo.m_quantization(b3Vector3 setter) |
b3GpuSolverConstraint |
b3GpuSolverConstraint.m_relpos1CrossNormal(b3Vector3 setter) |
b3GpuSolverConstraint |
b3GpuSolverConstraint.m_relpos2CrossNormal(b3Vector3 setter) |
b3VoronoiSimplexSolver |
b3VoronoiSimplexSolver.m_simplexPointsP(int i,
b3Vector3 setter) |
b3VoronoiSimplexSolver |
b3VoronoiSimplexSolver.m_simplexPointsQ(int i,
b3Vector3 setter) |
b3VoronoiSimplexSolver |
b3VoronoiSimplexSolver.m_simplexVectorW(int i,
b3Vector3 setter) |
b3GpuSolverBody |
b3GpuSolverBody.m_turnVelocity(b3Vector3 setter) |
b3GjkEpaSolver2.sResults |
b3GjkEpaSolver2.sResults.normal(b3Vector3 setter) |
static boolean |
b3GjkEpaSolver2.Penetration(b3Transform transA,
b3Transform transB,
b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3Array verticesA,
b3Vector3Array verticesB,
b3Vector3 guess,
b3GjkEpaSolver2.sResults results) |
static boolean |
b3GjkEpaSolver2.Penetration(b3Transform transA,
b3Transform transB,
b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3Array verticesA,
b3Vector3Array verticesB,
b3Vector3 guess,
b3GjkEpaSolver2.sResults results,
boolean usemargins) |
int |
b3VoronoiSimplexSolver.pointOutsideOfPlane(b3Vector3 p,
b3Vector3 a,
b3Vector3 b,
b3Vector3 c,
b3Vector3 d) |
void |
b3TriangleCallback.processTriangle(b3Vector3 triangle,
int partId,
int triangleIndex) |
boolean |
b3Vector3OCLArray.push_back(b3Vector3 _Val) |
boolean |
b3Vector3OCLArray.push_back(b3Vector3 _Val,
boolean waitForCompletion) |
void |
b3QuantizedBvh.quantize(short[] out,
b3Vector3 point,
int isMax) |
void |
b3QuantizedBvh.quantize(ShortBuffer out,
b3Vector3 point,
int isMax) |
void |
b3QuantizedBvh.quantize(ShortPointer out,
b3Vector3 point,
int isMax) |
void |
b3QuantizedBvh.quantizeWithClamp(short[] out,
b3Vector3 point2,
int isMax) |
void |
b3QuantizedBvh.quantizeWithClamp(ShortBuffer out,
b3Vector3 point2,
int isMax) |
void |
b3QuantizedBvh.quantizeWithClamp(ShortPointer out,
b3Vector3 point2,
int isMax) |
void |
b3OptimizedBvh.refit(b3StridingMeshInterface triangles,
b3Vector3 aabbMin,
b3Vector3 aabbMax) |
void |
b3OptimizedBvh.refitPartial(b3StridingMeshInterface triangles,
b3Vector3 aabbMin,
b3Vector3 aabbMax) |
int |
b3GpuNarrowPhase.registerFace(b3Vector3 faceNormal,
float faceConstant) |
int |
b3GpuNarrowPhase.registerPlaneShape(b3Vector3 planeNormal,
float planeConstant) |
void |
b3QuantizedBvh.reportAabbOverlappingNodex(b3NodeOverlapCallback nodeCallback,
b3Vector3 aabbMin,
b3Vector3 aabbMax) |
void |
b3QuantizedBvh.reportBoxCastOverlappingNodex(b3NodeOverlapCallback nodeCallback,
b3Vector3 raySource,
b3Vector3 rayTarget,
b3Vector3 aabbMin,
b3Vector3 aabbMax) |
void |
b3QuantizedBvh.reportRayOverlappingNodex(b3NodeOverlapCallback nodeCallback,
b3Vector3 raySource,
b3Vector3 rayTarget) |
void |
b3StridingMeshInterface.setPremadeAabb(b3Vector3 aabbMin,
b3Vector3 aabbMax) |
void |
b3TriangleIndexVertexArray.setPremadeAabb(b3Vector3 aabbMin,
b3Vector3 aabbMax) |
void |
b3QuantizedBvh.setQuantizationValues(b3Vector3 bvhAabbMin,
b3Vector3 bvhAabbMax) |
void |
b3QuantizedBvh.setQuantizationValues(b3Vector3 bvhAabbMin,
b3Vector3 bvhAabbMax,
float quantizationMargin) |
void |
b3StridingMeshInterface.setScaling(b3Vector3 scaling) |
b3GjkEpaSolver2.sResults |
b3GjkEpaSolver2.sResults.witnesses(int i,
b3Vector3 setter) |
| Modifier and Type | Method and Description |
|---|---|
static b3Vector3 |
Bullet3Common.add(b3Vector3 v1,
b3Vector3 v2)
\brief Return the sum of two vectors (Point symantics)
|
static b3Vector3 |
Bullet3Common.b3AabbSupport(b3Vector3 halfExtents,
b3Vector3 supportDir) |
static b3Vector3 |
Bullet3Common.b3Cross(b3Vector3 v1,
b3Vector3 v2)
\brief Return the cross product of two vectors
|
static b3Vector3 |
Bullet3Common.b3FastNormalized3(b3Vector3 v) |
static b3Vector3 |
Bullet3Common.b3Lerp(b3Vector3 v1,
b3Vector3 v2,
float t)
\brief Return the linear interpolation between two vectors
|
static b3Vector3 |
Bullet3Collision.b3Lerp3(b3Vector3 a,
b3Vector3 b,
float t) |
static b3Vector3 |
Bullet3Collision.b3LocalGetSupportVertex(b3Vector3 supportVec,
b3ConvexPolyhedronData hull,
b3Vector3 verticesA) |
static b3Vector3 |
Bullet3Common.b3MakeVector3(float x,
float y,
float z) |
static b3Vector3 |
Bullet3Common.b3MakeVector3(float x,
float y,
float z,
float w) |
static b3Vector3 |
Bullet3Common.b3MaxFloat4(b3Vector3 a,
b3Vector3 b) |
static b3Vector3 |
Bullet3Common.b3MinFloat4(b3Vector3 a,
b3Vector3 b) |
static b3Vector3 |
Bullet3Common.b3Normalized(b3Vector3 vec) |
static b3Vector3 |
Bullet3Common.b3QuatRotate(b3Quaternion rotation,
b3Vector3 v) |
static b3Vector3 |
Bullet3Common.b3TransformPoint(b3Vector3 point,
b3Vector3 translation,
b3Quaternion orientation) |
static b3Vector3 |
Bullet3Common.divide(b3Vector3 v1,
b3Vector3 v2)
\brief Return the vector inversely scaled by s
|
static b3Vector3 |
Bullet3Common.divide(b3Vector3 v,
float s)
\brief Return the vector inversely scaled by s
|
static b3Vector3 |
Bullet3OpenCL.localGetSupportVertexWithMargin(b3Vector3 supportVec,
b3ConvexPolyhedronData hull,
b3Vector3Array verticesA,
float margin) |
static b3Vector3 |
Bullet3OpenCL.localGetSupportVertexWithoutMargin(b3Vector3 supportVec,
b3ConvexPolyhedronData hull,
b3Vector3Array verticesA) |
static b3Vector3 |
Bullet3Common.mtMul3(b3Vector3 a,
b3Matrix3x3 b) |
static b3Vector3 |
Bullet3Common.multiply(b3Matrix3x3 m,
b3Vector3 v) |
static b3Vector3 |
Bullet3Common.multiply(b3Vector3 v,
b3Matrix3x3 m) |
static b3Vector3 |
Bullet3Common.multiply(b3Vector3 v1,
b3Vector3 v2)
\brief Return the elementwise product of two vectors
|
static b3Vector3 |
Bullet3Common.multiply(b3Vector3 v,
float s)
\brief Return the vector scaled by s
|
static b3Vector3 |
Bullet3Common.multiply(float s,
b3Vector3 v)
\brief Return the vector scaled by s
|
static b3Vector3 |
Bullet3Common.subtract(b3Vector3 v)
\brief Return the negative of the vector
|
static b3Vector3 |
Bullet3Common.subtract(b3Vector3 v1,
b3Vector3 v2)
\brief Return the difference between two vectors
|
| Modifier and Type | Method and Description |
|---|---|
static float |
Bullet3Collision._b3MprVec3PointSegmentDist2(b3Vector3 P,
b3Vector3 x0,
b3Vector3 b,
b3Vector3 witness) |
static b3Vector3 |
Bullet3Common.add(b3Vector3 v1,
b3Vector3 v2)
\brief Return the sum of two vectors (Point symantics)
|
static b3Vector3 |
Bullet3Common.b3AabbSupport(b3Vector3 halfExtents,
b3Vector3 supportDir) |
static float |
Bullet3Common.b3Angle(b3Vector3 v1,
b3Vector3 v2)
\brief Return the angle between two vectors
|
static int |
Bullet3Collision.b3ClipFace(b3Vector3 pVtxIn,
int numVertsIn,
b3Vector3 planeNormalWS,
float planeEqWS,
b3Vector3 ppVtxOut) |
static int |
Bullet3Collision.b3ClipFaceAgainstHull(b3Vector3 separatingNormal,
b3ConvexPolyhedronData hullA,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 worldVertsB1,
int numWorldVertsB1,
b3Vector3 worldVertsB2,
int capacityWorldVertsB2,
float minDist,
float maxDist,
b3Vector3Array verticesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3 contactsOut,
int contactCapacity) |
static int |
Bullet3Collision.b3ClipHullAgainstHull(b3Vector3 separatingNormal,
b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
b3Vector3 worldVertsB1,
b3Vector3 worldVertsB2,
int capacityWorldVerts,
float minDist,
float maxDist,
b3Vector3Array verticesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3Array verticesB,
b3GpuFaceArray facesB,
b3IntArray indicesB,
b3Vector3 contactsOut,
int contactCapacity) |
static int |
Bullet3Collision.b3ClipHullHullSingle(int bodyIndexA,
int bodyIndexB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
int collidableIndexA,
int collidableIndexB,
b3RigidBodyDataArray bodyBuf,
b3Contact4DataArray globalContactOut,
int[] nContacts,
b3ConvexPolyhedronDataArray hostConvexDataA,
b3ConvexPolyhedronDataArray hostConvexDataB,
b3Vector3Array verticesA,
b3Vector3Array uniqueEdgesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3Array verticesB,
b3Vector3Array uniqueEdgesB,
b3GpuFaceArray facesB,
b3IntArray indicesB,
b3CollidableArray hostCollidablesA,
b3CollidableArray hostCollidablesB,
b3Vector3 sepNormalWorldSpace,
int maxContactCapacity) |
static int |
Bullet3Collision.b3ClipHullHullSingle(int bodyIndexA,
int bodyIndexB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
int collidableIndexA,
int collidableIndexB,
b3RigidBodyDataArray bodyBuf,
b3Contact4DataArray globalContactOut,
IntBuffer nContacts,
b3ConvexPolyhedronDataArray hostConvexDataA,
b3ConvexPolyhedronDataArray hostConvexDataB,
b3Vector3Array verticesA,
b3Vector3Array uniqueEdgesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3Array verticesB,
b3Vector3Array uniqueEdgesB,
b3GpuFaceArray facesB,
b3IntArray indicesB,
b3CollidableArray hostCollidablesA,
b3CollidableArray hostCollidablesB,
b3Vector3 sepNormalWorldSpace,
int maxContactCapacity) |
static int |
Bullet3Collision.b3ClipHullHullSingle(int bodyIndexA,
int bodyIndexB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
int collidableIndexA,
int collidableIndexB,
b3RigidBodyDataArray bodyBuf,
b3Contact4DataArray globalContactOut,
IntPointer nContacts,
b3ConvexPolyhedronDataArray hostConvexDataA,
b3ConvexPolyhedronDataArray hostConvexDataB,
b3Vector3Array verticesA,
b3Vector3Array uniqueEdgesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3Array verticesB,
b3Vector3Array uniqueEdgesB,
b3GpuFaceArray facesB,
b3IntArray indicesB,
b3CollidableArray hostCollidablesA,
b3CollidableArray hostCollidablesB,
b3Vector3 sepNormalWorldSpace,
int maxContactCapacity) |
static b3Vector3 |
Bullet3Common.b3Cross(b3Vector3 v1,
b3Vector3 v2)
\brief Return the cross product of two vectors
|
static int |
Bullet3Collision.b3DiscoverPortal(int pairIndex,
int bodyIndexA,
int bodyIndexB,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
int[] hasSepAxis,
b3MprSimplex_t portal) |
static int |
Bullet3Collision.b3DiscoverPortal(int pairIndex,
int bodyIndexA,
int bodyIndexB,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
IntBuffer hasSepAxis,
b3MprSimplex_t portal) |
static int |
Bullet3Collision.b3DiscoverPortal(int pairIndex,
int bodyIndexA,
int bodyIndexB,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
IntPointer hasSepAxis,
b3MprSimplex_t portal) |
static float |
Bullet3Common.b3Distance(b3Vector3 v1,
b3Vector3 v2)
\brief Return the distance between two vectors
|
static float |
Bullet3Common.b3Distance2(b3Vector3 v1,
b3Vector3 v2)
\brief Return the distance squared between two vectors
|
static float |
Bullet3Common.b3Dot(b3Vector3 v1,
b3Vector3 v2)
\brief Return the dot product between two vectors
|
static b3Vector3 |
Bullet3Common.b3FastNormalized3(b3Vector3 v) |
static void |
Bullet3Collision.b3FindPenetr(int pairIndex,
int bodyIndexA,
int bodyIndexB,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
b3MprSimplex_t portal,
float[] depth,
b3Vector3 pdir,
b3Vector3 pos) |
static void |
Bullet3Collision.b3FindPenetr(int pairIndex,
int bodyIndexA,
int bodyIndexB,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
b3MprSimplex_t portal,
FloatBuffer depth,
b3Vector3 pdir,
b3Vector3 pos) |
static void |
Bullet3Collision.b3FindPenetr(int pairIndex,
int bodyIndexA,
int bodyIndexB,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
b3MprSimplex_t portal,
FloatPointer depth,
b3Vector3 pdir,
b3Vector3 pos) |
static void |
Bullet3Collision.b3FindPenetrSegment(b3MprSimplex_t portal,
float[] depth,
b3Vector3 dir,
b3Vector3 pos) |
static void |
Bullet3Collision.b3FindPenetrSegment(b3MprSimplex_t portal,
FloatBuffer depth,
b3Vector3 dir,
b3Vector3 pos) |
static void |
Bullet3Collision.b3FindPenetrSegment(b3MprSimplex_t portal,
FloatPointer depth,
b3Vector3 dir,
b3Vector3 pos) |
static void |
Bullet3Collision.b3FindPenetrTouch(b3MprSimplex_t portal,
float[] depth,
b3Vector3 dir,
b3Vector3 pos) |
static void |
Bullet3Collision.b3FindPenetrTouch(b3MprSimplex_t portal,
FloatBuffer depth,
b3Vector3 dir,
b3Vector3 pos) |
static void |
Bullet3Collision.b3FindPenetrTouch(b3MprSimplex_t portal,
FloatPointer depth,
b3Vector3 dir,
b3Vector3 pos) |
static void |
Bullet3Collision.b3FindPos(b3MprSimplex_t portal,
b3Vector3 pos) |
static boolean |
Bullet3Collision.b3FindSeparatingAxis(b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3 posA1,
b3Quaternion ornA,
b3Vector3 posB1,
b3Quaternion ornB,
b3Vector3Array verticesA,
b3Vector3Array uniqueEdgesA,
b3GpuFaceArray facesA,
b3IntArray indicesA,
b3Vector3Array verticesB,
b3Vector3Array uniqueEdgesB,
b3GpuFaceArray facesB,
b3IntArray indicesB,
b3Vector3 sep) |
static void |
Bullet3Dynamics.b3IntegrateTransform(b3RigidBodyData body,
float timeStep,
float angularDamping,
b3Vector3 gravityAcceleration) |
static boolean |
Bullet3Collision.b3Intersect(b3DbvtAabbMm a,
b3Vector3 b) |
static boolean |
Bullet3Common.b3IsAlmostZero(b3Vector3 v) |
static b3Vector3 |
Bullet3Common.b3Lerp(b3Vector3 v1,
b3Vector3 v2,
float t)
\brief Return the linear interpolation between two vectors
|
static b3Vector3 |
Bullet3Collision.b3Lerp3(b3Vector3 a,
b3Vector3 b,
float t) |
static b3Vector3 |
Bullet3Collision.b3LocalGetSupportVertex(b3Vector3 supportVec,
b3ConvexPolyhedronData hull,
b3Vector3 verticesA) |
static int |
Bullet3Common.b3MaxDot(b3Vector3 vec,
b3Vector3 vecArray,
int vecLen,
float[] dotOut) |
static int |
Bullet3Common.b3MaxDot(b3Vector3 vec,
b3Vector3 vecArray,
int vecLen,
FloatBuffer dotOut) |
static int |
Bullet3Common.b3MaxDot(b3Vector3 vec,
b3Vector3 vecArray,
int vecLen,
FloatPointer dotOut) |
static b3Vector3 |
Bullet3Common.b3MaxFloat4(b3Vector3 a,
b3Vector3 b) |
static b3Vector3 |
Bullet3Common.b3MinFloat4(b3Vector3 a,
b3Vector3 b) |
static void |
Bullet3Collision.b3MprConvexSupport(int pairIndex,
int bodyIndex,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
b3Vector3 _dir,
b3Vector3 outp,
int logme) |
static int |
Bullet3Collision.b3MprPenetration(int pairIndex,
int bodyIndexA,
int bodyIndexB,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
int[] hasSepAxis,
float[] depthOut,
b3Vector3 dirOut,
b3Vector3 posOut) |
static int |
Bullet3Collision.b3MprPenetration(int pairIndex,
int bodyIndexA,
int bodyIndexB,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
IntBuffer hasSepAxis,
FloatBuffer depthOut,
b3Vector3 dirOut,
b3Vector3 posOut) |
static int |
Bullet3Collision.b3MprPenetration(int pairIndex,
int bodyIndexA,
int bodyIndexB,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
IntPointer hasSepAxis,
FloatPointer depthOut,
b3Vector3 dirOut,
b3Vector3 posOut) |
static void |
Bullet3Collision.b3MprSupport(int pairIndex,
int bodyIndexA,
int bodyIndexB,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
b3Vector3 _dir,
b3MprSupport_t supp) |
static void |
Bullet3Collision.b3MprVec3Add(b3Vector3 v,
b3Vector3 w) |
static void |
Bullet3Collision.b3MprVec3Copy(b3Vector3 v,
b3Vector3 w) |
static void |
Bullet3Collision.b3MprVec3Cross(b3Vector3 d,
b3Vector3 a,
b3Vector3 b) |
static float |
Bullet3Collision.b3MprVec3Dist2(b3Vector3 a,
b3Vector3 b) |
static float |
Bullet3Collision.b3MprVec3Dot(b3Vector3 a,
b3Vector3 b) |
static int |
Bullet3Collision.b3MprVec3Eq(b3Vector3 a,
b3Vector3 b) |
static float |
Bullet3Collision.b3MprVec3Len2(b3Vector3 v) |
static void |
Bullet3Collision.b3MprVec3Normalize(b3Vector3 d) |
static float |
Bullet3Collision.b3MprVec3PointTriDist2(b3Vector3 P,
b3Vector3 x0,
b3Vector3 B,
b3Vector3 C,
b3Vector3 witness) |
static void |
Bullet3Collision.b3MprVec3Scale(b3Vector3 d,
float k) |
static void |
Bullet3Collision.b3MprVec3Set(b3Vector3 v,
float x,
float y,
float z) |
static void |
Bullet3Collision.b3MprVec3Sub2(b3Vector3 d,
b3Vector3 v,
b3Vector3 w) |
static b3Vector3 |
Bullet3Common.b3Normalized(b3Vector3 vec) |
static void |
Bullet3Collision.b3PortalDir(b3MprSimplex_t portal,
b3Vector3 dir) |
static void |
Bullet3Collision.b3ProjectAxis(b3ConvexPolyhedronData hull,
b3Vector3 pos,
b3Quaternion orn,
b3Vector3 dir,
b3Vector3Array vertices,
float[] min,
float[] max) |
static void |
Bullet3Collision.b3ProjectAxis(b3ConvexPolyhedronData hull,
b3Vector3 pos,
b3Quaternion orn,
b3Vector3 dir,
b3Vector3Array vertices,
FloatBuffer min,
FloatBuffer max) |
static void |
Bullet3Collision.b3ProjectAxis(b3ConvexPolyhedronData hull,
b3Vector3 pos,
b3Quaternion orn,
b3Vector3 dir,
b3Vector3Array vertices,
FloatPointer min,
FloatPointer max) |
static void |
Bullet3Collision.b3QuantizeWithClamp(short[] out,
b3Vector3 point2,
int isMax,
b3Vector3 bvhAabbMin,
b3Vector3 bvhAabbMax,
b3Vector3 bvhQuantization) |
static void |
Bullet3Collision.b3QuantizeWithClamp(ShortBuffer out,
b3Vector3 point2,
int isMax,
b3Vector3 bvhAabbMin,
b3Vector3 bvhAabbMax,
b3Vector3 bvhQuantization) |
static void |
Bullet3Collision.b3QuantizeWithClamp(ShortPointer out,
b3Vector3 point2,
int isMax,
b3Vector3 bvhAabbMin,
b3Vector3 bvhAabbMax,
b3Vector3 bvhQuantization) |
static b3Vector3 |
Bullet3Common.b3QuatRotate(b3Quaternion rotation,
b3Vector3 v) |
static int |
Bullet3Collision.b3ReduceContacts(b3Vector3 p,
int nPoints,
b3Vector3 nearNormal,
b3Int4 contactIdx) |
static int |
Bullet3Collision.b3RefinePortal(int pairIndex,
int bodyIndexA,
int bodyIndexB,
b3RigidBodyData cpuBodyBuf,
b3ConvexPolyhedronData cpuConvexData,
b3Collidable cpuCollidables,
b3Vector3 cpuVertices,
b3Vector3 sepAxis,
b3MprSimplex_t portal) |
static b3Quaternion |
Bullet3Common.b3ShortestArcQuat(b3Vector3 v0,
b3Vector3 v1) |
static b3Quaternion |
Bullet3Common.b3ShortestArcQuatNormalize2(b3Vector3 v0,
b3Vector3 v1) |
static void |
Bullet3Common.b3SwapVector3Endian(b3Vector3 sourceVec,
b3Vector3 destVec)
b3SwapVector3Endian swaps vector endianness, useful for network and cross-platform serialization
|
static boolean |
Bullet3Collision.b3TestAabbAgainstAabb(b3Vector3 aabbMin1,
b3Vector3 aabbMax1,
b3Vector3 aabbMin2,
b3Vector3 aabbMax2)
conservative test for overlap between two aabbs
|
static boolean |
Bullet3Collision.b3TestSepAxis(b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
b3Vector3 sep_axis,
b3Vector3Array verticesA,
b3Vector3Array verticesB,
float[] depth) |
static boolean |
Bullet3Collision.b3TestSepAxis(b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
b3Vector3 sep_axis,
b3Vector3Array verticesA,
b3Vector3Array verticesB,
FloatBuffer depth) |
static boolean |
Bullet3Collision.b3TestSepAxis(b3ConvexPolyhedronData hullA,
b3ConvexPolyhedronData hullB,
b3Vector3 posA,
b3Quaternion ornA,
b3Vector3 posB,
b3Quaternion ornB,
b3Vector3 sep_axis,
b3Vector3Array verticesA,
b3Vector3Array verticesB,
FloatPointer depth) |
static void |
Bullet3Collision.b3TransformAabb2(b3Vector3 localAabbMin,
b3Vector3 localAabbMax,
float margin,
b3Vector3 pos,
b3Quaternion orn,
b3Vector3 aabbMinOut,
b3Vector3 aabbMaxOut) |
static b3Vector3 |
Bullet3Common.b3TransformPoint(b3Vector3 point,
b3Vector3 translation,
b3Quaternion orientation) |
static float |
Bullet3Common.b3Triple(b3Vector3 v1,
b3Vector3 v2,
b3Vector3 v3) |
static void |
Bullet3Common.b3UnSwapVector3Endian(b3Vector3 vector)
b3UnSwapVector3Endian swaps vector endianness, useful for network and cross-platform serialization
|
static b3Vector3 |
Bullet3Common.divide(b3Vector3 v1,
b3Vector3 v2)
\brief Return the vector inversely scaled by s
|
static b3Vector3 |
Bullet3Common.divide(b3Vector3 v,
float s)
\brief Return the vector inversely scaled by s
|
static void |
Bullet3Dynamics.integrateSingleTransform(b3RigidBodyData bodies,
int nodeID,
float timeStep,
float angularDamping,
b3Vector3 gravityAcceleration) |
static b3Vector3 |
Bullet3OpenCL.localGetSupportVertexWithMargin(b3Vector3 supportVec,
b3ConvexPolyhedronData hull,
b3Vector3Array verticesA,
float margin) |
static b3Vector3 |
Bullet3OpenCL.localGetSupportVertexWithoutMargin(b3Vector3 supportVec,
b3ConvexPolyhedronData hull,
b3Vector3Array verticesA) |
static b3Vector3 |
Bullet3Common.mtMul3(b3Vector3 a,
b3Matrix3x3 b) |
static b3Vector3 |
Bullet3Common.multiply(b3Matrix3x3 m,
b3Vector3 v) |
static b3Quaternion |
Bullet3Common.multiply(b3Quaternion q,
b3Vector3 w) |
static b3Vector3 |
Bullet3Common.multiply(b3Vector3 v,
b3Matrix3x3 m) |
static b3Quaternion |
Bullet3Common.multiply(b3Vector3 w,
b3Quaternion q) |
static b3Vector3 |
Bullet3Common.multiply(b3Vector3 v1,
b3Vector3 v2)
\brief Return the elementwise product of two vectors
|
static b3Vector3 |
Bullet3Common.multiply(b3Vector3 v,
float s)
\brief Return the vector scaled by s
|
static b3Vector3 |
Bullet3Common.multiply(float s,
b3Vector3 v)
\brief Return the vector scaled by s
|
static int |
Bullet3Collision.portalCanEncapsuleOrigin(b3MprSimplex_t portal,
b3MprSupport_t v4,
b3Vector3 dir) |
static int |
Bullet3Collision.portalEncapsulesOrigin(b3MprSimplex_t portal,
b3Vector3 dir) |
static int |
Bullet3Collision.portalReachTolerance(b3MprSimplex_t portal,
b3MprSupport_t v4,
b3Vector3 dir) |
static b3Vector3 |
Bullet3Common.subtract(b3Vector3 v)
\brief Return the negative of the vector
|
static b3Vector3 |
Bullet3Common.subtract(b3Vector3 v1,
b3Vector3 v2)
\brief Return the difference between two vectors
|
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